• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:36
CET 19:36
KST 03:36
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
BGE Stara Zagora 2026 announced6[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2
StarCraft 2
General
BGE Stara Zagora 2026 announced SC: Evo Complete - Ranked Ladder OPEN ALPHA When will we find out if there are more tournament Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle [Alpha Pro Series] Nice vs Cure RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
Which season is the best in ASL? A cwal.gg Extension - Easily keep track of anyone BW General Discussion soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
Nintendo Switch Thread The Perfect Game Stormgate/Frost Giant Megathread Beyond All Reason Should offensive tower rushing be viable in RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
Esports Earnings: Bigger Pri…
TrAiDoS
Thanks for the RSL
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2269 users

[M] (2) Amethyst - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
November 13 2012 14:00 GMT
#21
Cool map! Definitely one of your best ones. I can imagine this being a lot of fun to play. I think at the top level of play it won't create the best games (short rush distance, relatively simple expansion layout) but for high level and below I think it's great. You're getting much better with your aesthetics too, which is especially impressive given that it's Ulnar! Great use of texturing and doodads in combination and the contrast between the light snow and the dark hull textures really makes the map 'pop'. My favourite part is the 'snow drift' ramps either side of the XNT.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
necrimanci
Profile Joined March 2011
70 Posts
November 13 2012 17:29 GMT
#22
Doesnt the formation in front of the natural entrance make immortal/sentry impossible to hold when P gets there? It really looks like a forcefield festival :-D Besides that i really like the map design.
Doominator10
Profile Joined August 2012
United States515 Posts
November 13 2012 19:46 GMT
#23
I'm liking the way the map looks... a lot :D. Personally, I'm a fan of maps that have the "potential" for early aggression but also lend well towards macro games. The only thing I would have liked to see on this particular map was a slight widening of the choke on the third with the rocks. That create a little interesting dynamic there where taking that third is safer at first, but if you let the rocks go down, you must defend a larger choke.

Again, kudos to you. See if you can get Kabel to do a Starbow version of this map for $hits and giggles.
Your DOOM has arrived,,,, and is handing out cookies
Antares777
Profile Joined June 2010
United States1971 Posts
November 13 2012 21:26 GMT
#24
Amethyst has a Steppes of War feel to it in the sense that the rush distance is a short and straight line between naturals and decreases in elevation as you approach the center of the map. The rush distance may not be a problem, considering it is countered with expansions that are easy to expand to and a very controllable layout.

There is a lot of emphasis on controlling the center in this map. It is the fastest route between the mains and naturals, and is the only route that units can pass through to get to the other side without destroying the destructible rocks. A map feature like that will make Terran mech a force to be reckoned with. Oh, and there is also a watchtower there. I believe that the watchtower is in a location that favors mech a bit too much, but there are no good alternatives to its current location, and no watchtowers at all on a small map creates a very technical game: players will have to be super aware of their surroundings and scout a lot.

One thing that I find a bit odd about the layout is how the mono-entrance 6th expansions are set up relative to the optional 3rd blocked expansions. Many maps have mono-entrance expansions set up as the intended final expansion for players. This is because they make an unambiguous expansion pattern easier to create. But, these expansions are extremely close to the thirds. This makes me feel that they are not intended for either player; the rocks will most likely be destroyed by the time these expansions become relevant in a game, so the base would be dangerously close to both players.

I think if I understood what you are trying to get out of the expansion pattern on Amethyst I'd be of more help with criticism. The two-thirds set up feels unnecessary. I am not sure what it accomplishes in terms of balance or gameplay.

I would consider removing the destructible rocks and modify the third and 6th expansions accordingly to maintain balance. This would make the main pathways of the map have a tic-tac-toe shape to them: two sets of two paths that cross each other (the map already has these paths, but the rocks make it complicated). Therefore, the center of the map would not have so much control during early games. The cons to this would be balancing the map around the way that the expansions would interact without the rocks. The map would certainly have expansion ambiguity if it does not already.

Sorry if I am not being very helpful, it's just that this map has a peculiar layout... changing it might cause even more balance problems than it already has, so I am trying to be cautious while suggesting improvements. I see that you want Amethyst to be a map that allows rushing, but also turtling. This is probably going to be extremely difficult to create and balance, but I really want to see it happen! I really like the aesthetics; I haven't seen a map with snow in space. Snow is cool!

Good luck on Amethyst!
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 17 2012 05:08 GMT
#25
On November 13 2012 23:00 OxyGenesis wrote:
Cool map! Definitely one of your best ones. I can imagine this being a lot of fun to play. I think at the top level of play it won't create the best games (short rush distance, relatively simple expansion layout) but for high level and below I think it's great. You're getting much better with your aesthetics too, which is especially impressive given that it's Ulnar! Great use of texturing and doodads in combination and the contrast between the light snow and the dark hull textures really makes the map 'pop'. My favourite part is the 'snow drift' ramps either side of the XNT.

Thanks.

On November 14 2012 02:29 necrimanci wrote:
Doesnt the formation in front of the natural entrance make immortal/sentry impossible to hold when P gets there? It really looks like a forcefield festival :-D Besides that i really like the map design.

Well, the zerg should try to engage at the center, I think.

On November 14 2012 04:46 Doominator10 wrote:
I'm liking the way the map looks... a lot :D. Personally, I'm a fan of maps that have the "potential" for early aggression but also lend well towards macro games. The only thing I would have liked to see on this particular map was a slight widening of the choke on the third with the rocks. That create a little interesting dynamic there where taking that third is safer at first, but if you let the rocks go down, you must defend a larger choke.

Again, kudos to you. See if you can get Kabel to do a Starbow version of this map for $hits and giggles.

Well I don't like Starbow that much, and it wouldn't fit with his vision I think.

On November 14 2012 06:26 Antares777 wrote:
Amethyst has a Steppes of War feel to it in the sense that the rush distance is a short and straight line between naturals and decreases in elevation as you approach the center of the map. The rush distance may not be a problem, considering it is countered with expansions that are easy to expand to and a very controllable layout.

There is a lot of emphasis on controlling the center in this map. It is the fastest route between the mains and naturals, and is the only route that units can pass through to get to the other side without destroying the destructible rocks. A map feature like that will make Terran mech a force to be reckoned with. Oh, and there is also a watchtower there. I believe that the watchtower is in a location that favors mech a bit too much, but there are no good alternatives to its current location, and no watchtowers at all on a small map creates a very technical game: players will have to be super aware of their surroundings and scout a lot.

One thing that I find a bit odd about the layout is how the mono-entrance 6th expansions are set up relative to the optional 3rd blocked expansions. Many maps have mono-entrance expansions set up as the intended final expansion for players. This is because they make an unambiguous expansion pattern easier to create. But, these expansions are extremely close to the thirds. This makes me feel that they are not intended for either player; the rocks will most likely be destroyed by the time these expansions become relevant in a game, so the base would be dangerously close to both players.

I think if I understood what you are trying to get out of the expansion pattern on Amethyst I'd be of more help with criticism. The two-thirds set up feels unnecessary. I am not sure what it accomplishes in terms of balance or gameplay.

I would consider removing the destructible rocks and modify the third and 6th expansions accordingly to maintain balance. This would make the main pathways of the map have a tic-tac-toe shape to them: two sets of two paths that cross each other (the map already has these paths, but the rocks make it complicated). Therefore, the center of the map would not have so much control during early games. The cons to this would be balancing the map around the way that the expansions would interact without the rocks. The map would certainly have expansion ambiguity if it does not already.

Sorry if I am not being very helpful, it's just that this map has a peculiar layout... changing it might cause even more balance problems than it already has, so I am trying to be cautious while suggesting improvements. I see that you want Amethyst to be a map that allows rushing, but also turtling. This is probably going to be extremely difficult to create and balance, but I really want to see it happen! I really like the aesthetics; I haven't seen a map with snow in space. Snow is cool!

Good luck on Amethyst!

The thing is the entrance is mono, but it's very close to opponent. I believe that chokes makes expansions defense easier even if the distance maybe short. That was my thought, anyway.

Mapmaker of Frost, Fruitland and Bridgehead
FlaShFTW
Profile Blog Joined February 2010
United States10242 Posts
November 17 2012 05:17 GMT
#26
once the rocks at the third are opened, it will be pretty hard to defend everywhere. if they attack ur third, a small sneak attack into your natural would do so much damage.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 19 2012 13:47 GMT
#27
On November 17 2012 14:17 FlaShFTW wrote:
once the rocks at the third are opened, it will be pretty hard to defend everywhere. if they attack ur third, a small sneak attack into your natural would do so much damage.


that is basically for almost all maps. And this is why the thirds are rocked right now - to make it easier to defend. I don't know what your comments add to...
Mapmaker of Frost, Fruitland and Bridgehead
Entirety
Profile Blog Joined April 2012
1423 Posts
November 23 2012 00:57 GMT
#28
This map is absolutely fantastic! The other day, I played a TvT on it and I didn't find the rush distance to be too small... Yes, we played aggressively, but it was nowhere near Steppes of War level. It was fun because neither of us was inclined to turtle heavily.

Great work!
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 25 2012 08:48 GMT
#29
On November 23 2012 09:57 Entirety wrote:
This map is absolutely fantastic! The other day, I played a TvT on it and I didn't find the rush distance to be too small... Yes, we played aggressively, but it was nowhere near Steppes of War level. It was fun because neither of us was inclined to turtle heavily.

Great work!

Thanks! Could you upload the replay?
Mapmaker of Frost, Fruitland and Bridgehead
Hey!
Profile Joined September 2012
Canada5 Posts
December 27 2012 21:00 GMT
#30
This map looks faboulus! I'll try to use it this weekend
I register for jersey awwww yeaa
monitor
Profile Blog Joined June 2010
United States2408 Posts
December 27 2012 22:20 GMT
#31
Nat to nat distance kinda sucks. The whole map feels a bit constricted and small. Not sure the gameplay will be good.

Aesthetics are improving! I like the idea behind the rocks. And I think the map could work well. I'd try adjusting the paths to make all of the distances longer.
https://liquipedia.net/starcraft2/Monitor
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
LAN Event
18:00
LANified! 37: Groundswell
Discussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 667
White-Ra 158
Livibee 97
Lowko96
SteadfastSC 88
UpATreeSC 80
Codebar 20
Railgan 13
StarCraft: Brood War
Britney 16271
Calm 3850
Rain 2415
Shuttle 912
BeSt 169
Hyun 169
Dewaltoss 147
firebathero 142
Mong 14
IntoTheRainbow 10
Dota 2
Gorgc6125
singsing2745
capcasts25
League of Legends
rGuardiaN10
Counter-Strike
byalli3699
Other Games
FrodaN3053
B2W.Neo1675
Beastyqt570
XaKoH 495
crisheroes377
RotterdaM258
DeMusliM252
KnowMe182
Hui .173
ArmadaUGS125
Mew2King87
C9.Mang071
Trikslyr47
MindelVK11
Organizations
Dota 2
PGL Dota 2 - Main Stream147
Other Games
BasetradeTV108
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• poizon28 15
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• FirePhoenix7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler111
League of Legends
• TFBlade1454
Other Games
• imaqtpie551
• Shiphtur382
• WagamamaTV348
Upcoming Events
Replay Cast
4h 24m
Replay Cast
14h 24m
WardiTV Korean Royale
17h 24m
OSC
22h 24m
Sparkling Tuna Cup
1d 15h
WardiTV Korean Royale
1d 17h
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
StarCraft2.fi
2 days
[ Show More ]
Replay Cast
3 days
Wardi Open
3 days
StarCraft2.fi
3 days
Wardi Open
4 days
StarCraft2.fi
4 days
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.